-- A function (perhaps a keybind) to undo last "go To Location" So I can go somewhere to see whats going on like after colonizing, queue some buildings, then go back to what I was doing earlier
-- Scroll bar for the Info window on the bottom left (Probably requested before!)
-- Add the troop picture in troop units summary screen.
-- In ship design: When holding down shift and clicking the > arrow to add a component you should add 5 instead of 1. When holding down ctrl you should add 10. Same thing fro removal.
-- Rogue planetoids: Planets outside confines of solar systems. Or systems where all planets orbit a large gaseous planet instead of a star
-- Binary and Trinary systems: Self explanatory :)
-- Wormholes: Offer a shortcut travel across the map. Go in one end come out the other :) [I know already requested]
-- Two new races: One Gaseous that inhabits gaseous planets. One Mechanical that inhabits Barren planets, and large asteroids. (Later they could become race families even :) ) [Similar thing already requested]
-- Explorer characters: Join exploration vessels to boost them and boost the rewards you can get from ruins. So can even minimize the negative effects. Also they increase a chance of a hint as to what awaits at a location beacon discovered at ruins :)
-- Add crews to ships: Based on the race of the planet where ship was built. Crews have special racial bonuses. Can maybe have diverse crews, where the officers core can be mixed if its from a mixed planet like: Captain is Human, Engineer something else, weapons officer like a Boskara with bonus to torpedoes. Other officers can be navigator and engineer or scientist (for advanced weapons bonus). We can also have an academy building for planets that ensures best crews on ships. Add also new type of command center modal that is an AI, where ships will not have crews and need to life support.
Planets and planetary buildings:
-- Gaia class planets: Extremely rare. Give great bonuses, make populations naturally happy. Can be colonized by all native types without research. Right now there is really no need to move your empire's capital. Having really awesome planets like this out there would give you an incentive to move your capital late game.
-- Mixed planets: Planets with two or more environment types. Can be colonized more readily, but to get maximum population you would have to either research proper tech or mix species of the appropriate native type.
-- Planet building: Missile silos: Launches best missiles you have against enemy ships. Suborbital torpedo launchers: Same thing but launches torpedoes.
-- More population policy, where u can actually do it by race. Also make it so you can declare the main race of a planet instead of it defaulting to most populous race. This can have a side-effect of unhappiness.
Tech and research:
-- Unique component paths that are triggered by ruins. Only one ruin for each component path spawns in galaxy, first ones that discover the ruin can begin researching this path. These would be kinda like the component equivalent of the bonus government types.
-- New ship systems: Tractor beams to hold or slow escaping ships. Repulsion beams to push enemies away. Self destruct modules.
-- Troop techs: Troops could be designed and upgraded. Many new techs available in botht heir own tree and branched off other techs. Troops would contain their base race [So once you design one troop, you can build it anywhere and the troop is filled with local population but has designated equipment], plus added equipment like combat suits, weapons, shields, armor. You can create a troop for each environment type. Like I would design a troop for continental planets for example: It would have combat suit, a personal shield, and phased rifle. Then you would design one for Ocean environment: It would have a pressure suit (bonus for Ocean environments), a personal shield, and a Gauss rifle (bonus for Ocean environments). Your colonies would in general create troops of their native environment, because they would be most resilient. But you would have option to create units of other environments. You should be able to tell your troop transports what kind of troops to load in priority.
Ships and fleets:
-- There should be a way when you other ships to be built via the hammer menu to set all the ships in the invoice to a new fleet, and have that fleet be selected after you hit purchase. This would make it so easy to create defensive fleets for new systems, or conjure up a quick attack fleet.
-- There should also be a button to create a defensive fleet when you select a planet, system or a base. When you hit that you get brought up an option to either construct new ships or use existing ships, and you select quantity. Then the game creates a defensive fleet automatically.
-- Menu option for enemy planets/bases: Assign a fleet to attack this. This will give you a list of current fleets, or you can select new fleet and be prompted to either create one from existing ships or build new ships. The new fleet will get an order to assemble first, then queued attack order.
I have many more, but I seem to forget them while not playing the game lol.
< Message edited by Astax -- 1/7/2012 1:26:25 AM >